However, I have made a quick tutorial on how to get it working (for those using PPJOY, please make sure it is not running):

1) Download the patch linked to this post SF4 Keyboard Patch.zip (it includes these instructions listed on this forum topic) . It contains both the dll and ini files that you need. The source files are also included for your convenience.2) Unzip the file and copy the two files located in the “dll” folder (x360kb.ini and xinput1_3.dll) into your Street Fighter IV directory next to the executable for the game.3) Edit the x360kb.ini file to match your keyboard layout (see readme.txt for usage) (sample listed below for default ipac and X-Arcade configs).3a) IMPORTANT: When editing the x360kb.ini file, the SF layout follows the following sequence: X=(light punch) Y=(medium punch) Right Shoulder=(heavy punch) A=(light kick) B=(medium kick) Right Trigger=(heavy kick)

4) Run Street Fighter IV (no need to configure joysticks in the first option screen)5) Make sure your Options for the “Button Config” and “Keyboard Settings” match exactly to the following. IMPORTANT!: Keyboard setting MUST be set to “none”

Known bugs: The default setting for the ipac has Player 2 button 1 as the letter A. As such, during the menus, the letter A is hard coded to Player 1’s select button in the menus (A = select B = Back). So both players can press the letter A during menus. No biggie in my opinion.

Hope you guys found this tutorial easy. A lot simpler than using PPJOY (which only worked in a 32 bit OS).

All the info here was used with permission from Capcom-unity forum member pkt. Thanks again! I have simply compiled it into an easy to understand, "one-stop" document.Although this workaround is great, I still encourage everyone to send Capcom a note. I'm sure if they receive enough requests, they cannot ignore re-examining the possibility of a patch.http://www.xgaming.com/support/questions/107/Street+Fighter+IV+-+PC+SetupEnjoy!

Yeah, I noticed that too. I turned all of my sounds in windows off so that it's silent. It does not affect game play though.

What's happening is that button 2 is "ALT" which triggers a windows command when pressed with another key. So buttons 5 and 6 are set to Z and X respectively. ie. ALT + Z or ALT + X is being pressed when playing. SFIV does not recognize these commands, so you hear the windows error "ding" in the background.

Have been using this for a bit and it seems to work very well with my JPAC, but I noticed a problem last night. When I mash buttons on the player 2 side and try to do a full focus attack with player 1 it comes out right away, doesn't charge or anything.

Funny thing though is the focus attack on player 2 works fine when mashing buttons on the player 1 side.

Has anybody run into this problem too?

EDIT: Fixed it, had the button 2 = M in the JPAC config instead of L ALT and all seems okay now.

Working on the SlikStik Classic here under Vista x64 perfectly! Only thing I had to do was alter the config for player 1 since some of the button mappings were wrong. All the other buttons were correct. This might be because I have a Classic I'm not sure. Here is my config and below that, a picture of the SlikStik Classic's default layout for reference which will also explain my alterations. Thanks again to everyone involved!

Hi guys. I've spent days trying to get this to work on my minipac and it just isnt. I've done everything as instructed but it isnt working. Also, as soon as I exit the game, everything resets itself (the keyboard and button configs).

Hmm. Not quite sure why yours isn't working. I built the .ini file from scratch based on your settings. I left the "BackgroundMode" at the default 0. Try cutting and pasting the entire code below into your .ini file.

The one major change is the "BackgroundMode" is set to 0 instead of 1. Here's what the readme.txt file says about it: "BackgroundMode can be 0 or 1, if enabled, it allows the keyboard to be acquired by a background process as well (give this a try if DirectInput fails to initialize properly)."

Also, if that doesn't work, try this: "Place both the DLL and the config file next to the game's executable file. Alternatively, you could place them in Windows\System32 to override the behaviour of all games intending to use an X360 pad. Backup any files that would be overwritten in this case. If the DLL cannot find the configuration file in its directory, it will look under the Windows directory as well."

Also, as soon as I exit the game, everything resets itself (the keyboard and button configs).

I'm not quite sure what you mean by this? This patch is intended to work from within the game SFIV only. If you want to reconfigure the mini-pac, you have to do that with the Winipac software utility (reflash the minipac). Have you already done this?

Also, as soon as I exit the game, everything resets itself (the keyboard and button configs).

I'm not quite sure what you mean by this? This patch is intended to work from within the game SFIV only. If you want to reconfigure the mini-pac, you have to do that with the Winipac software utility (reflash the minipac). Have you already done this?

DeLuSioNaL29

I am referring to Step 5.) Make sure your Options for the “Button Config” and “Keyboard Settings” match exactly to the following. IMPORTANT!: Keyboard setting MUST be set to “none”

When I set the button config and keyboard settings as instructed, whenever I exit the game and then load up again, those settings have disappeared / reverted to default, and so I have to go through the whole process again. Hope that makes sense.

Also, what is the folder named 'src'? And inside that a folder name 'x360ce'?

So I'm clear: Does the game work when you set everything up but then when you exit the settings are lost?

Do you by any chance have the, let's say, "FREE" version? Mine is store bought (got it on sale at Capcom).

One can not save if the following conditions are true:

1) You are not connected to the internet or the Windows LIVE server.2) The pirated version will not let you connect to Windows LIVE (thus no saving).

One of the things it does not save is keyboard settings, along with characters and videos.

D

Hi D, I have an offical bought version. The thing is, my arcade cab is a pure cab - no internet. I could possibly connect to the net if I had to but it will be a complete pain in the butt. Also, if I have to keep logging onto the net each time I wanna play, that won't be possible. It would be a one time thing only, and I would even rather avoid having to connect at all.

Also, that ini file works a treat now. The only issue I have is when I press left for player 2 (which is keystroke A), it thinks player 1 is selecting a character. And when I press my 5th player 2 button (keystroke B), it thinks I want to exit to the menu. I've found a workaround tho. Player 1 selects his character etc first, and then Player 2. Seems to work OK. May find problems later tho as I haven't given it 100% yet.

I figured I'd add this as well... I found a Youtube tutorial on how to unlock EVERYTHING in SF4. Saves you the pain of sitting there unlocking stuff manually. All characters, taunts, movies, galleries, icons, costumes (10 per character), etc. What's cool about this cheat is that the "offline account" doesn't let you unlock anything in SF4. However, this cheat allows it. FANTASTIC!

I figured I'd add this as well... I found a Youtube tutorial on how to unlock EVERYTHING in SF4. Saves you the pain of sitting there unlocking stuff manually. All characters, taunts, movies, galleries, icons, costumes (10 per character), etc. What's cool about this cheat is that the "offline account" doesn't let you unlock anything in SF4. However, this cheat allows it. FANTASTIC!

Don't forget to change something at the end in options (something simple like sound volume) so that it saves the changes to the offline account.

I tried it and it works like a champ! NICE!

DeLuSioNaL29

Hey Delusional29. Thanks for all your help man but that link to the cheat engine gave my computer a really nasty virus which eventually crashed my system leaving it totally EFFED UP. The only thing that really pissed me off about the whole thing is that the machine that it infected was my arcade machine. I had everything set up just the way I want it and now I have to start all over again.

Rest assured, it wasn't the files I pointed you to. It must have been something else, just coincidence. I scrubbed the files on 3 machines (including mine at work which is really strict with their AV and spam filters).

Note: Some anti-virus programs mistakenly pick up parts of Cheat Engine as a trojan/virus. It's best to disable your anti-virus before installing or running Cheat Engine(More info on this particular problem can be found here)

Rest assured, it wasn't the files I pointed you to. It must have been something else, just coincidence. I scrubbed the files on 3 machines (including mine at work which is really strict with their AV and spam filters).

And all of those machines are working fine.

Sorry to hear about your machine though.

D

I just tried accessing the link from my work computer and the filter immediately blocked the page from loading stating "Spyware.Exploit.Misc.MU.cheatengine.org".

I've just installed this hack for my x-arcade and everything seems to be working perfectly, except I'm also having problems with the first player's focus attack. Whenever 1P holds down focus it only stays held down until 2P starts to hit buttons. I copied the x-arcade configuration file directly from this post and it's still doing it. Can any other x-arcade users help me find a workaround for this?

I'm usually figure out things pretty quick, however I've be trying to make this patch work for almost two weeks now, with no degree of success. I feel so frustrated right now.

I've created an offline account and all my setting get saved, I've change all the values in the x360kb.ini file, I've done the setup just like it's mentioned (all player 1 setting are set to none), and yet the game doesn't recognize the mappings in the x360kb.ini file, which is identical to DeLuSioNal's file (ipac MAME defaults).

I've even used the XInputTest program that comes inside the zip file, and supposedly everything works correctly when tested.

I'm having a weird variant problem too. Purchased SFIV over Steam, set it to offline mode (although it still asks me if I want to stay offline whenever I start up. Any advice here?) I also set up an offline Windows Live name (I get lame popups here too). But this enabled me to save the none, none, none settings under keyboard settings. (My Button Config and Keyboard Settings look identical to those in this thread) and I used the mame version of the .ini posted.

Player 2 works great! Player 1 not so much. I get joystick functionality and 2 kick buttons, and thats it. I accidentally clicked into the P1 Device menu and tried to get out without setting anything, but the 'B' for 'back' didn't seem to work. Hope I didn't screw myself there accidentally.

Any advice? I'm slowly chiseling away with the free hour or 2 a day I have!

Also, Delusional, can you demonstrate how to setup the Auto Hot Key? Thanks everyone!

I'm no expert in configuring this game, but I'll try to help. Could you post both the "Button Config" and "Keyboard Settings" screens, and the x360kb.ini file. This way, I'll compare your config to mine, and we will see what happens.

C:\Program Files\Steam\steamapps\common\street fighter iv(I have both specified files from the zip in here, and in the parent folder per Congui's suggestion.

but I also have another identical-ish filetree setup at:C:\Program Files\CAPCOM\street fighter iv(I think this is from when I ran the benchmark before purchasing thru steam)-When I try to launch from here I get this: Steam Error. 5:0000065434-but I put the ini and dll here juuuust incase. no dice.-I may have copied all the installed SF4 files here in attempt to 'get them out' of Steam and forgot about it.

I also put the ini and dll in C:\windows\system32 per the advice of the readme. no dice there either.

My .inis look exactly like those here. (ipac MAME style)My button config and keyboard settings look like those here. They're always the same when I start it up too, so I think that means my steam offline account setup is working alright (I can run an ethernet cord to the cab if need be but it wasnt intended for the net)

As far as I can tell in-game (menus at least):p1 joystick works fine for up down left and rightp2 button 1 works as 'select' or 'start' or 'go'. It gets me through the menus.p1, button 5 acts as 'back'everything else doesnt work or works weird. I dont know where the missing link is!

By now I've copied the ini and dll all over my damn comp, I'm trying to retrace my steps, nothing's worked yet. Any help would be appreciated!

I've been trying to get this to work for weeks now, but still no luck. I've searched everywhere for answers, but couldn't find any that suited for 2 keyboards.I don't have a joypad, or joystick.Can someone please help me create a file that will be easy for me to use. I sincerely thank you!

I had a very strange problem, but its working now! At some point, I must have changed my keyboard assignments, as P1 B(1-4) were off. Everything was consistent across emulators though so I must have just forgotten about it (which I guess happens when these little pet projects take months and months of whittling away). I just went into the .ini and made the appropriate changes. Wish I hadnt uninstalled and reinstalled SF4 a number of times to figure it out, but Steam made it easy. I take back all the bad stuff I said about you, Steam.

ALSO-- it seems I had to put the .dll file in WINDOWS/system32, while keeping the .ini next to the SF4 executable. Weird. Maybe that'll work for some of you guys.THEN-- I discovered that for both players, select and back (or 'a' and 'b') were buttons 4 and 5, which makes sense, I was just expecting to select my character with MAME-like P1B1 (and when I could select P1 character with P2B1, I was a bit confounded. But that's a documented 'bug' per the initial post).

But whatever, its working! Took me since Xmas to put a wrench on it! All characters unlocked thru Cheat Engine!

Actually, now that I look, you have the GP-Wiz40 MAX which is an HID device (joystick). I had thought it was the KeyWiz40-St (which is a keyboard encoder). This SF4 workaround is only for keyboard encoders.

That said, there is still hope. You should be able to use SF4 without applying this patch, at all, since IIRC SF4 works with 2 joysticks simultaneously. Since you have an HID compliant device (joystick encoder) it should be easily configured from within the SF4 menus. I believe you can set the joysticks initially in the Loader screen under the configuration button. (see pic) Then run the game and play with the config options there. It's only the keyboard portion that creates problems when trying to run 2 keyboard controls at one time. So kill the 2 files you originally copied over to the directory and try setting up your buttons as if you had normal joysticks.

hi guys i have just recently got street fighter 4 and i'm tryin to get it to play two players on 1 keyboard. I have downloaded the patch and changed the ini file to match my ipac4 but it doesnt seem to work i cant get player 2 to start. can anyone please help me??

these are my settings on the x360kb, can someone tell me if i have done anything wrong.

This patch worked for me, but I tried copying it to my system32 folder, and I heard the beep on startup telling me it was loaded, but wouldn't respond. Then I copied the files to the install directory and it worked great after that, so whatever I guess!

I've been using this hack on the old SFIV PC version and it works great.A few days ago I received SSFIV AE from Amazon (let's support Capcom's fighters on PC!) and installed it. The hack worked right away but as soon as the game installed, it forced me to do an update (the one that removes the DRM 15 character restriction, allows two keyboards, etc.). After this update, now the hack doesn't work. The game simply does not recognize the existence of the emulated x360 pad. The game now allows me to map keyboard keys to both players, so it's not critical, but I do prefer the x360 pad hack.

I found the issue. The dll has to be renamed to a newer version of the xinput dll that it replaces. I am not home right now but it is something like xinput9_1_3.dll or some other combination of numbers. You can find it within Windows/System32; just look for xinput.

Thanks a bunch for the great tutorial, Delusional! It worked great for me with my Steam copy of SFIV. I hesitate to try the new Arcade Edition because this patch works so well.

Thanks again!

Do try it. It has more characters and is very cab friendly.You don't even need the keyboard dll anymore, although I sill use it. Also, it loads incredibly fast and doesn't need to have the DVD on the drive (or emulated that way). You just need to be online.

This is perhaps a novice question, and perhaps I'm overlooking something simple here.......but........does this work with the PC version of Super Street Fighter IV ? I have Super SFIV Arcade installed in my MAME cabinet and I'll be using an iPac for the controls.

Not sure if this is one and the same, so I apologize if this is a novice question.Has anyone tried this with Super Street Fighter IV Arcade PC version ?

Also, can one not copy the iPac default info listed in the thread and add it to the ini as is ?Or do you have to paste the info in the order listed in red ? I'd love to find a solution for SSFIV Arcade (PC) so that I can play on my arcade cabinet.I'm using the standard SFII layout, 6 buttons, 3 over 3.

I read and re-read this thread a few times now.Simple for some I'm sure..............I'm lacking on PC know how.None the less I think I can get this up and running.Going to give it a shot on the weekend.

I wonder if this would work for STREET FIGHTER VS TEKKEN, or does that game not have this issue ?

Tried this with SSFIV AE.I used the iPac defaults for my ini and dropped the 2 files into my SSFIV folder.Booted up the game thru MaLa and checked the options.The screen is different from the one pictured on page one (SFIV menu) , I'll need to look a lil more in depth. I know the screen has a button config scree and a joystick/keyboard config.The menu in SSFIV seems to be both in one.None the less, got this all installed and looked it over. All the buttons were assigned correct.Started the game, pressed 1 and 2 player start.Checked the buttons, all work, all work correct, from LP to HP, LK to HK.LK (light kick) was equal to A and used for A and to select.

I never did create a save profile for Windows, but this worked none the less.I know above or somewhere I read about needing a save profile ?I havent taken the time to boot it all up again and make sure it saved, but all was good upon inital test.

It definitely works on SSFIVAE, and I've been using it for more than a year (see my posts above).The only difference is that you have to rename the xinput dll to match the ones that SSFIVAE uses.To be honest, I've forgotten why I prefer using this hack on SSFIVAE, instead of simply assigning the inputs inside the game, considering it supports two keyboards. I think it had something to do with increased flexibility.

When you guys say that "A" and "B" are hard-coded to P1's controls, what buttons are they coded to? 360's Back and Start? AKA default keys 5 and 1?

I don't have my cab set up set at all and I am thinking of not going with MAME defaults. Looking in the "cool indy games" thread it looks like there are a few PC games that use non-default MAME keys that cannot be changed, so I was thinking to use non-default MAME keys as my buttons, since MAME and apparantly SF4 can be configured.

1. Using a keyboard vs. using a gamepad (or pad emulator):For this game, the keyboard can be assigned to P1 and P2 controls, after the game does its automatic update.However, I prefer using the xBox pad emulator hack because it gives me more flexibility in input assignments when using a gamepad than when using a keyboard (as the game sees it). For example, to move around the menus before entering a fight, the game requires the use of a select button separate from the fighting buttons when using keyboard inputs but when using the pad emulator, I can assign it to the same buttons I use to fight.

2. Regardless of input method, once inside the character select screen, the select and back functions are hard coded to whatever buttons you assign as Hard and Medium Kick, respectively, and there is no way around that.

It turns out this guide I created is applicable to the new Mortal Kombat Komplete edition for the PC as well (with slight differences in the options in the game). Once again, someone ported a game and didn't think that two players needed to use the keyboard at the same time (keyboard encoders). It's a shame because MAME arcades have grown so much in recent years.

I tested the workaround for MKK earlier today and it works perfectly. I'm working on writing up a new topic just for the MKK game with screenshots and such.

It turns out this guide I created is applicable to the new Mortal Kombat Komplete edition for the PC as well (with slight differences in the options in the game). Once again, someone ported a game and didn't think that two players needed to use the keyboard at the same time (keyboard encoders). It's a shame because MAME arcades have grown so much in recent years.

I tested the workaround for MKK earlier today and it works perfectly. I'm working on writing up a new topic just for the MKK game with screenshots and such.

DeLuSioNaL29

I will be following this guide when I finalise my hyperspin setup, I too will definitely be interested in your guide for MKKE

The keyboard patch is not working for me on MKKE but does fine on SFIV and SSFIVAE.What could I be doing wrong?Are the files supposed to be dropped in this folder?:C:\Program Files (x86)\Steam\SteamApps\common\MortalKombat_KompleteEdition\DiscContentPC

The keyboard patch is not working for me on MKKE but does fine on SFIV and SSFIVAE.What could I be doing wrong?Are the files supposed to be dropped in this folder?:C:\Program Files (x86)\Steam\SteamApps\common\MortalKombat_KompleteEdition\DiscContentPC

I found the issue on my end.In the x360kb.ini file, I enabled background mode and it started working without issues.

After that, remember to go in-game and assign all keyboard commands to keys that you don't use in the gamepad hack (assigned in the ini file).I spend a lot of time setting mine up so let me know if you run into other issues.

I have 7 buttons per player on my setup, in your opinions what would be a good pad button to assign to my extra ipac button?

The games I'll be using this for are:

SFIVAESFXTMKKE

Thanks

Sent from Amstrad CPC464

My CP buttons are laid out thus: 1 2 3 4 5 67

This allows for a lot of flexibility to match original game layouts. Clearly, SF games are covered with 1-6, including SFIV, SSFIVAE and SFxT, although I have not yet configured the latter. For NeoGeo games I use 4-6 and 7 as the "thumb button" in the original panel. Finally, for Mortal Kombat games the UMK3 layout can be approximated by using 7 as the run button and 5 as the block button, although in the original cab button #2 did not exist and #5 was centered among 1, 4, 3 and 6. This is how I've used it for years and it doesn't feel much different than the original.

For MKKE, NetherRealms has release and official fighting stick that uses the exact original UMK3 layout. You can find pictures of it all over the internet. The game is natively compatible with that controller, as the throw function is mapped to HK+HP, tag is the old run button (#7) and stance change is LK+HK. That is how When using gamepads you can actually map throw and change stance to individual buttons.

I have 7 buttons per player on my setup, in your opinions what would be a good pad button to assign to my extra ipac button?

The games I'll be using this for are:

SFIVAESFXTMKKE

Thanks

Sent from Amstrad CPC464

My CP buttons are laid out thus: 1 2 3 4 5 67

This allows for a lot of flexibility to match original game layouts. Clearly, SF games are covered with 1-6, including SFIV, SSFIVAE and SFxT, although I have not yet configured the latter. For NeoGeo games I use 4-6 and 7 as the "thumb button" in the original panel. Finally, for Mortal Kombat games the UMK3 layout can be approximated by using 7 as the run button and 5 as the block button, although in the original cab button #2 did not exist and #5 was centered among 1, 4, 3 and 6. This is how I've used it for years and it doesn't feel much different than the original.

For MKKE, NetherRealms has release and official fighting stick that uses the exact original UMK3 layout. You can find pictures of it all over the internet. The game is natively compatible with that controller, as the throw function is mapped to HK+HP, tag is the old run button (#7) and stance change is LK+HK. That is how When using gamepads you can actually map throw and change stance to individual buttons.

Each game has a different story as to why I chose a specific button assignments but it usually has to do with the fact that I like my top left button to have the "select/accept" functionality and the top middle button, the "back" functionality.

Here are the keys to which I mapped the cab buttons with my iPac: Z X C T Y UV

Below is how I have set up the P1 side of the cab for each game.P2 side follows the same logic but with different key assignments.

SSFIVAEUnfortunately, this game maps the accept and back functionality to whatever pad buttons you assign as weak kick and middle kick and I have not found a way around this.

MKKEIMPORTANT: In my case, I had to set backgroundmode to 1 in this game or the hack wouldn't work (you can see it in the ini file below). This one took some trial and error because it has more gamepad button assignments than you have emulated buttons and it won't let you leave anything unassigned.From my notes:

Quote

- Game does not allow keyboard keys to remain unassigned so must assign them to keys not used in the x360kb.ini- The CP buttons were mapped to match the official MK Competition Fight Stick, which pretty much has the traditional mk3 button layout, except that the "run" button is now a tag button for team fighting mode- The button combinations for Flip Stance (back kick + front kick) and Throw (front kick + front punch) can be assigned to specific buttons but I left them out of my setup to match the official MK stick, which doesn't use them- The game has the "Select" and "Back" functions hard-coded to gamepad buttons A and B, so the x360kb.ini backed up in this folder was carefully configured to preserve that functionality in my control panel's top row blue and green buttons as with most other games in my cab, even though I'm not using the top green button in-game- In order for my button config above to work, the following mappings must be made in the in-game config menu (only "Preset 1" has to be configured and it will work for both player sides): - joystick directions: already assigned correctly by default, no need to re-assign - front punch: RT - back punch: A - front kick: LB - back kick: X - flip stance: LT (do not touch this one!!!, pre-assigned to unused button, like I need it) - tag: back (left facing triangle) - block: Y - throw: RB (do not touch this one!!!, pre-assigned to unused function, like I need it) - pause: start (right facing triangle) - back: B - Since the game has more functions than I have buttons in the emulated gamepad hack, the configuration in the ini file has been selected to leave the game default flip stance and throw buttons unassigned, since I'm not going to use them and the game does not allow unassign buttons. In case of mistakes, just load the game's default config and start re-assigning again all the buttons above, except flip stance and throw

In all cases, you still have to go into the in-game button assignment menu and map all keyboards to unused keys to avoid conflicts and some additional re-mapping to have the punches and kicks where you want them in your cab.

Each game has a different story as to why I chose a specific button assignments but it usually has to do with the fact that I like my top left button to have the "select/accept" functionality and the top middle button, the "back" functionality.

Here are the keys to which I mapped the cab buttons with my iPac: Z X C T Y UV

Below is how I have set up the P1 side of the cab for each game.P2 side follows the same logic but with different key assignments.

SSFIVAEUnfortunately, this game maps the accept and back functionality to whatever pad buttons you assign as weak kick and middle kick and I have not found a way around this.

MKKEIMPORTANT: In my case, I had to set backgroundmode to 1 in this game or the hack wouldn't work (you can see it in the ini file below). This one took some trial and error because it has more gamepad button assignments than you have emulated buttons and it won't let you leave anything unassigned.From my notes:

Quote

- Game does not allow keyboard keys to remain unassigned so must assign them to keys not used in the x360kb.ini- The CP buttons were mapped to match the official MK Competition Fight Stick, which pretty much has the traditional mk3 button layout, except that the "run" button is now a tag button for team fighting mode- The button combinations for Flip Stance (back kick + front kick) and Throw (front kick + front punch) can be assigned to specific buttons but I left them out of my setup to match the official MK stick, which doesn't use them- The game has the "Select" and "Back" functions hard-coded to gamepad buttons A and B, so the x360kb.ini backed up in this folder was carefully configured to preserve that functionality in my control panel's top row blue and green buttons as with most other games in my cab, even though I'm not using the top green button in-game- In order for my button config above to work, the following mappings must be made in the in-game config menu (only "Preset 1" has to be configured and it will work for both player sides):- joystick directions: already assigned correctly by default, no need to re-assign- front punch: RT- back punch: A- front kick: LB- back kick: X- flip stance: LT (do not touch this one!!!, pre-assigned to unused button, like I need it)- tag: back (left facing triangle)- block: Y- throw: RB (do not touch this one!!!, pre-assigned to unused function, like I need it)- pause: start (right facing triangle)- back: B - Since the game has more functions than I have buttons in the emulated gamepad hack, the configuration in the ini file has been selected to leave the game default flip stance and throw buttons unassigned, since I'm not going to use them and the game does not allow unassign buttons. In case of mistakes, just load the game's default config and start re-assigning again all the buttons above, except flip stance and throw

In all cases, you still have to go into the in-game button assignment menu and map all keyboards to unused keys to avoid conflicts and some additional re-mapping to have the punches and kicks where you want them in your cab.

I hope this helps.

How do you pull off the xray moves if you have the flip stance assigned to an unused button ?

Refer to my post before the previous one. Flip stance can be done by pressing LP+LK simultaneously. Both of those are on the bottom row. Since block is also on that row, I just press all three together to launch the x-ray attacks. Similarly, LP+LK is used to throw your opponent.

I had the patch working for SSFIVAE until letting GFWL apply newer patches.

I was running a shady exe before because my cab wasn't connected to the internet, but it wasn't saving my games.Finally gave the cab an internet connection to play some steam games and decided to let SSFIVAE connect.So I copied the legit files from my laptop and everything worked fine, including this patch for the controls.After installing the last update though, this patch isn't working anymore.

Anyone else experience this or did I just mess something else up and not realize it?Did SSFIVAE change the .dll it uses for controls?

It still works fine for SFxT and MKK.SSFIVAE doesn't even see any controllers connected.I've tried everything I can think of and am not getting anywhere.This is on Vista64.

I have SFIV, SFXT, and SSFIV:AE all of which I purchased on the cheap.However I only ever installed SSFIV:AE , and with it I tried this patch and it worked.

I'm not getting around to finishing another PC project, a project in which I fully plan on having SFIV, SFXT, and SSFIV:AE installed.

Since these are all Capcom games I would just install this patch the same way for each of the games ?Can anyone confirm ? No alterations needed ?

I will be using an iPac with it's default coding for my controls.

******** off memory when I used this for SSFIV:AE I installed the patch following the directions for SFIV. I had no issue (that I recall). The info regarding SFXT seems minimal and I'd love this to work **********

I'm having issues getting the xinput.dll to work with Injustice on my PC. Am I missing something other than placing the .dll and .ini in the \Program Files (x86)\InjusticeGodsAmongUs_UltimateEdition\DiscContentPCG folder.

I would really like to get this to work with 2 players on the same 'keyboard' (actually a keywiz)

You can have LP (top left button) as accept/select and MP (top middle button) as back in the menus if you set the two buttons to A and B. respectively. Now in game you will have to adjust the controls so A is LP and B is MK.

HiWhen I change my keyboard layout to show up as "NONE" in custom setup, it works fine. But If I quit the game and go back in it I need to reset the Keyboard to "NONE" again happens each time, is this normal or am I missing something to save the keyboard settings?

HiWhen I change my keyboard layout to show up as "NONE" in custom setup, it works fine. But If I quit the game and go back in it I need to reset the Keyboard to "NONE" again happens each time, is this normal or am I missing something to save the keyboard settings?

I believe the common practice is to map everything to keys that won't be used.

I have an IPAC2 in my arcade cabinet, Ultra SFIV is being weird, i have all controls, set, i can navigate all menus using the arcade sticks HOWEVER once in game, the sticks only registers the up movement.can anyone help me please!?!

Sweet I'm gonna give it a go. Certainly cheap enough. I have heard that you cab will need to be connected to the internet due to DRM? Is there a patch. I usually don't keep the cab connected to the internet. One less thing to worry about getting a virus or malware.

Logged

My old user name was marlborroman13, but I kicked the habit many years ago!

Guys I feel really, really dumb for mentioning this now, but I wasn't following this thread closely and thus I didn't realize.

You guys know this is a proxy dll right? By that I mean it is NOT a SFIV specific hack as others have discovered already, it's a dll that takes the place of the Xinput dll(s). Quite brilliant if you ask me. The only reason I bring this up is because the thread title says it's a street fighter iv hack and because of this I never even bothered to look at it for other games. I probably would have never known if not for the fact that Badmouth mentioned it in another thread and I thought "huh?" and looked into it. I'm sure many others have over-looked it as well.

Long story short, someone needs to change the thread title.

Also because it's a proxy dll it will potentially work with any game that supports xinput. If it doesn't first try renaming the dll to an older or more recent version, as the others have suggested. If THAT doesn't work you can setup a program (easiest would be an ahk script) with admin privileges to help. All it would need to do is temporarily replace the dll in the syswow64 folder with the proxy dll, and switch them back upon exit.

You know there aren't many functions in the xinput dll (I think 4 tops)..... we might be able to write a better version.

Howard,If you scroll through the thread you'll see a thread by TheManuel with settings for all the pc fighting games. Before switching to hacked fightpads, I used this for most of the steam games on my cab. The one game it won't work with is Injustice (and I assume mkx). That requires some type of "hook" setting this old version doesn't support. I know this because it's basically an old version of x360ce. We've bugged the x360ce devs to add back keyboard support, but they don't seem interested. Not sure if it's open source, but if so I'd start there if you're interested. There is some info in the Injustice thread about which revision of x360ce this is based on.

Howard,If you scroll through the thread you'll see a thread by TheManuel with settings for all the pc fighting games. Before switching to hacked fightpads, I used this for most of the steam games on my cab. The one game it won't work with is Injustice (and I assume mkx). That requires some type of "hook" setting this old version doesn't support. I know this because it's basically an old version of x360ce. We've bugged the x360ce devs to add back keyboard support, but they don't seem interested. Not sure if it's open source, but if so I'd start there if you're interested. There is some info in the Injustice thread about which revision of x360ce this is based on.

I haven't wrote a dll since college, especially a C++ dll, but there wouldn't be much to this one.... just read the ini files for settings and add a keyboard hook. I'd probably go the 360ce route as well and add in joystick support and force-feedback.

It looks like they've added a few since windows 8, but most are irrelevant.

For battery level and the audio stuff I can just return a null value... keyboard state refers to the chatpad.... get capabilities could always return the default gamepad.... So all that's left is get state (read the joystick) and set state (write the rumble). I think there are one or two hidden functions as well... like I know at a certain offset (unlabeled) you can read the guide button's status along with the joystick status.

But yeah, I'll look into 360ce when I get a chance... if they've already done most of this it would be exceedingly trivial to add in a keyboard hook.

I could do some cool stuff with the battery status.... my guess is on modern pc games the game pauses when the battery is low just like on the consoles (I used wired pads on my pc). If that's the case it could be used to auto-pause any game and bring up a menu or what have you.

Badmouth: If you'd link me to the thread you were talking about earlier I'd appreciate it. I doubt I'll have time to do all the stuff I mentioned, but fixing the broken keyboard stuff.... if it's possible I can do that. Keyboard hooking is my thing.

Badmouth: If you'd link me to the thread you were talking about earlier I'd appreciate it. I doubt I'll have time to do all the stuff I mentioned, but fixing the broken keyboard stuff.... if it's possible I can do that. Keyboard hooking is my thing.

If you are talking about me, honestly I haven't gotten a chance yet. Since warm weather will be a thing of the past pretty soon I've been concentrating my efforts towards finishing my racing rig. I'll get to all this software stuff when I'm stuck inside this winter.

Yeah it's me lolbut this trick I got conflict with my other games on my arcade cabinet (MAME + SF4). The perfect way is to got a x360kb for sf5.

I don't have SFV myself but when I set up Injustice GAU with vjoy, I was having a conflict with SFIV and other games. What I did was to use an AHK script to enable the vjoy driver before launching Injustice, then disable it again upon exit. This is done with devcon, a Windows utility and it works great, even in Windows 10.

Hi everyone, got this working with mkk no problems but, feeling cocky, tried to get it working with street fighter x tekken and, well, I think the DLL and config file are working ok, but I can't seem to turn off the keyboard input in the game menus which means every UP (for example) is sent twice... odd eh?

Anyway, conscious I am responding to my own question I will make this brief. SFxTekken doesn't need the keyboard hack - at least the version I'm using from Steam doesn't. After a small amount of time messing with the controls it turns out that you can configure 2 player keyboard input directly from the native interface - there are lots of keys though so I'm relieved Ive got a 4 player CP to spread out some of the extra functions.

For the official record I can confirm that MKK does need the hack and works perfectly with it.

Yeah the makes of Xbox360ce said they would never make a program to support keyboard inputs on their emulator. I have been searching for something to make Ultimate Marvel vs Capcom 3 and Marvel vs Capcom Infinite to work. No one wants to play a game with one player on the IPAC and then the other player is using a xbox 360 controller. I hope this hack works for these games as well.

Yeah the makes of Xbox360ce said they would never make a program to support keyboard inputs on their emulator. I have been searching for something to make Ultimate Marvel vs Capcom 3 and Marvel vs Capcom Infinite to work. No one wants to play a game with one player on the IPAC and then the other player is using a xbox 360 controller. I hope this hack works for these games as well.

I tired this for Ultimate Marvel vs Capcom 3 and it did not work. I followed the direction and tried the .dll file in the Windows System 32 folder as stated in the directions and it just kept crashing the game. When I used the old .dll file it started working again. It appears to me on its face it's a .dll issue. Has anyone else had a similar issue with any other game? If so how did you fix it?